Eddy Wang
Skarlet scientist
So while we all love the mechanic there is no denying that so far it seems too good, i've been testing this with a 2D MK game been working on for a while now and the flawless block isn't a new concept to me either, and came across issues of perfect frame because it used to happen all the time as well, and after hearing Reo and M2dave's podcast i though maybe we could come up with an open discussion on suggestions to fix this issue.
Before anything else, i say that the 2D MK game i implemented this on, i moved the parry of perfect frame to not be available on the first frame, but down the end after 3 or 4 frames within the initial guard animation there is 2 frames window where a move can be perfectly blocked, i did this because when experimenting people where waking up guarding and meaty attacks were imediately perfect guarded, and told the game to not active as if block is held as one is standing up, so now even if guards are mashed you never get to the animation unless you actually guard so there is no option selecting with mashing or waking up into it, of course i didn't add follow ups to it neither i added faster recovery if succeded to the follow-up concept its something to code and test further in the future.
Basically in MK 2D i was recreating, the guard is made of 3 states, one its the initial guarding time which still allows you to guard while the guard is starting and the perfect guard algorithim only presents itself in the final part of this animation usualy after 3 or 4 frames of its initial startup and stays only active for 2 or 3 frames, and when this animaton ends, if the player is holding guard, then it moves to a state where they are holding the guard, in this particular state there is no algorithim of perfect blocks, and by release it takes around 3 or 2 game ticks to come out of the block animation completly.
While this seemed to solve the problem, on some player vs player testing it felt much harder to get the perfect guard and sometimes out of fear we would ocassionally getting, needs more testing...
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Moving away, i've reading some suggestions of the community and there are strong demands to move it away to a flip stance.
Maybe whatever they do give it an animation to parry it and then a recovery for it as well so people can bait it, i don't see nothing wrong with it, namco uses the same principle for Jins parry and it goes this way.
F0~1 block (So if done way too earlier he doesn't parry but he blocks it)
F2~8 parries (This is where the magic happens)
F9~18 block (If punished too earlier he guards)
F19~30 vulnerable (this is where you can launch him for mashing parries)
F31~ finished (doesn't get punished and returns to neutral)
But so far there has been a lot of suggestions to it so i was kinda wondering what you guys think?
The main idea to prevent mashing should be, anyone should be able to guard it on the very first 3 available frames of a guard, and remain active for only 2 or 3 frames so you can't mash to get it right.
Before anything else, i say that the 2D MK game i implemented this on, i moved the parry of perfect frame to not be available on the first frame, but down the end after 3 or 4 frames within the initial guard animation there is 2 frames window where a move can be perfectly blocked, i did this because when experimenting people where waking up guarding and meaty attacks were imediately perfect guarded, and told the game to not active as if block is held as one is standing up, so now even if guards are mashed you never get to the animation unless you actually guard so there is no option selecting with mashing or waking up into it, of course i didn't add follow ups to it neither i added faster recovery if succeded to the follow-up concept its something to code and test further in the future.
Basically in MK 2D i was recreating, the guard is made of 3 states, one its the initial guarding time which still allows you to guard while the guard is starting and the perfect guard algorithim only presents itself in the final part of this animation usualy after 3 or 4 frames of its initial startup and stays only active for 2 or 3 frames, and when this animaton ends, if the player is holding guard, then it moves to a state where they are holding the guard, in this particular state there is no algorithim of perfect blocks, and by release it takes around 3 or 2 game ticks to come out of the block animation completly.
While this seemed to solve the problem, on some player vs player testing it felt much harder to get the perfect guard and sometimes out of fear we would ocassionally getting, needs more testing...
---------------------------------------------------------------------------------------------------------
Moving away, i've reading some suggestions of the community and there are strong demands to move it away to a flip stance.
Maybe whatever they do give it an animation to parry it and then a recovery for it as well so people can bait it, i don't see nothing wrong with it, namco uses the same principle for Jins parry and it goes this way.
F0~1 block (So if done way too earlier he doesn't parry but he blocks it)
F2~8 parries (This is where the magic happens)
F9~18 block (If punished too earlier he guards)
F19~30 vulnerable (this is where you can launch him for mashing parries)
F31~ finished (doesn't get punished and returns to neutral)
But so far there has been a lot of suggestions to it so i was kinda wondering what you guys think?
The main idea to prevent mashing should be, anyone should be able to guard it on the very first 3 available frames of a guard, and remain active for only 2 or 3 frames so you can't mash to get it right.
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